Elite Dangerous has been out for nearly 3 years now, and most of us can agree it needs some improvements to core gameplay features.
Below are a list of areas I believe need work as well as my own personal suggestions on what I think could make for solid improvements to these areas.
Combat:
-PvP Bounty Hunting
--Why?: Right now its dumbed down to luck of finding a wanted commander at the same time you're prepared with a combat capable ship.
---Suggestion: A way to track players who have bounties perhaps using local station news, galnet news, nav beacons, and the transactions tab
Trading:
-In Game Market Resources
--Why? Currently players rely heavily upon external sources to locate trade routes.
---Suggestion1: A galactic market database that can be searched in game with updates based upon distance and traffic.
---Suggestion2: Have events where certain lesser valued commodities become very valuable as in up there with palladium and imperial slaves with mentions in galnet news popping up now and again creating small gold rushes for traders, these events could appear as galnet news articles silently added giving traders a reason to read the news to check and see if any events are currently happening.
Exploration:
-More stuff to do
--Why? Exploration is fairly light on gameplay and there just isn't enough to do.
---Suggestion: Source the community for suggestions, I have no ideas on how to improve gameplay in this area, only the awareness that it needs improvement to increase player engagement.
Mining:
-Wave Scanner for ships.
--Why? Right now finding a good rock to mine is pure luck, decreasing the randomness would be helpful.
---Suggestion: Wave Scanner module or utility that could be added to mining ships and tied into sensor range allowing players to use its readings to get an approximate idea on the location on high value rocks with higher value ores showing as higher pings and narrowing down the areas they need to search where at which point prospector limpets would take over the job of finding the exact rock that gave the high ping.
Travel:
-Shorter Travel Times for covering empty space
--Why? Traveling distances of 10s of thousands or 100s of thousands of light seconds involves zero gameplay beyond pointing your ship at your destination and waiting.
---Suggestion: Something akin to how Impulse travel works in Star Trek Bridge Crew to cover vast distances in system, or unlocking our FSD once far enough away from nearby celestial bodies allowing maximum supercruise speed to quickly close the gap to our destination.
---Alternate Suggestion: Different ships having different supercruise acceleration, deceleration, and top speed capablities making some ships better suited for in system travel than others.
If anyone else has ideas on areas of core gameplay that could be improved please drop a comment below.
Below are a list of areas I believe need work as well as my own personal suggestions on what I think could make for solid improvements to these areas.
Combat:
-PvP Bounty Hunting
--Why?: Right now its dumbed down to luck of finding a wanted commander at the same time you're prepared with a combat capable ship.
---Suggestion: A way to track players who have bounties perhaps using local station news, galnet news, nav beacons, and the transactions tab
Trading:
-In Game Market Resources
--Why? Currently players rely heavily upon external sources to locate trade routes.
---Suggestion1: A galactic market database that can be searched in game with updates based upon distance and traffic.
---Suggestion2: Have events where certain lesser valued commodities become very valuable as in up there with palladium and imperial slaves with mentions in galnet news popping up now and again creating small gold rushes for traders, these events could appear as galnet news articles silently added giving traders a reason to read the news to check and see if any events are currently happening.
Exploration:
-More stuff to do
--Why? Exploration is fairly light on gameplay and there just isn't enough to do.
---Suggestion: Source the community for suggestions, I have no ideas on how to improve gameplay in this area, only the awareness that it needs improvement to increase player engagement.
Mining:
-Wave Scanner for ships.
--Why? Right now finding a good rock to mine is pure luck, decreasing the randomness would be helpful.
---Suggestion: Wave Scanner module or utility that could be added to mining ships and tied into sensor range allowing players to use its readings to get an approximate idea on the location on high value rocks with higher value ores showing as higher pings and narrowing down the areas they need to search where at which point prospector limpets would take over the job of finding the exact rock that gave the high ping.
Travel:
-Shorter Travel Times for covering empty space
--Why? Traveling distances of 10s of thousands or 100s of thousands of light seconds involves zero gameplay beyond pointing your ship at your destination and waiting.
---Suggestion: Something akin to how Impulse travel works in Star Trek Bridge Crew to cover vast distances in system, or unlocking our FSD once far enough away from nearby celestial bodies allowing maximum supercruise speed to quickly close the gap to our destination.
---Alternate Suggestion: Different ships having different supercruise acceleration, deceleration, and top speed capablities making some ships better suited for in system travel than others.
If anyone else has ideas on areas of core gameplay that could be improved please drop a comment below.
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